Murdus wrote:I fixed the warlord by trying to create something else entirely that was supposed to be overpowered. I critically failed at purposely trying to break something.

Naah, it was a good direction, the thing was that there was an assumption that the Warlord is somehow fair enough that he can be broken further in this way. Plain fact is - not likely, or not by much. It's like trying to hack a cheatcode

Murdus wrote:

I think this has been the closest we ever got to formulation this request without suggesting escalation. If that's still the biggest issue, I'm kind of optimistic in the long run...

Agreed!

To be more clear, what I ment was "This was the most carefull and mindful-of-everything-devs-said-before-about-escalation way we managed to formulate this". If they ever consider what were're saying and question the principle behind the "it'll lead to escalation" logic, we might even get this. It's upon them to decide, though, and if we ever get positive feedback on this it's most likely going to be read off a changelog. If not - well, we did our best...

I'll just say this. I don't see this as an issue of escalation. The power creep is already here. Because switching lockers is such a pain, people already only stock it with the most efficient and powerful items available. Having the freedom to experiment with a Bloody Sigil prep isn't exactly going to cause a power spiral.

And like I said in the first post, we already have a functionally unlimited locker, it just costs 10-20 minutes of real time to access. I don't really buy into the slippery slope argument that having a hassle-free inventory system will open the door for anything other than a hassle-free inventory system.

Sidestepper wrote:I'll just say this. I don't see this as an issue of escalation. The power creep is already here. Because switching lockers is such a pain, people already only stock it with the most efficient and powerful items available. Having the freedom to experiment with a Bloody Sigil prep isn't exactly going to cause a power spiral.

Good example in the Bloody Sigil. That and the balanced knife I would love to play around with but I cant be bothered lockering them.

I only have three slots left after Vicious items, two if you count the indespensible trisword

More seriously: I haven't seen anyone really using the Cauldron, and I don't see much use for it myself (but I'm a bit of a hack), so there's a slot you can open up. Really, once you can do any of the vicious (and I hesitate to say it, but: ie, once you unlock assassins) there isn't that much reason to keep more than one or maybe two of your favorite vicious rewards in your locker, since you can get them again relatively easily, whereas the normal items you have to scum for. Which is kind of ironic, in my mind, since you'd think the whole point of the locker would be to save powerful items, but in reality it just ends up being a storage place for a trisword and whatever else you're playing with lately (and, of course, your fabulous treasure).

Its not really about what you keep in your locker, its how you have to keep going over the same thing every time i want something in there. Twenty minutes of labour to get the item then another twenty to get your old favourite back again when you are finished flaffing around.

Yeah, it works really well the first few times. But after you have unlocked everything, you don't want to jump through hoops to use something. Its the equivalent of walking twenty minutes to talk to someone instead of picking up a phone. Unless its really important, i don't have the time. I still miss talking to my friend though.